﻿using UnityEngine;

namespace TinyAsset.Editor
{
    public class Initializer
    {
        [RuntimeInitializeOnLoadMethod]
        public static void Initialize()
        {
            if (AssetBundleUtility.kUseAssetDatabase)
            {
                Manifest profile = Builder.CreateAssetDatabaseProfile();
                ResourceManager.Instance.SetCurrentManifest(profile);
            }
        }
    }
}